SWAT

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Killing Floor 2 perk
SWAT
General Information
XP Objectives
• Dealing SWAT weapon damage.
• Killing Clots with SWAT weapons.
Starting Loadout
MP7 SMG 9mm Pistol
Tactical Knife FlashBang
Perk Information
Role
• Short Range
• Front Rank
• Clear Out Weaker Zeds
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• {{{Role_4}}}
Strength
• High Rate of Fire
• Large Amounts of Ammo
• Enhanced Armor
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• {{{Strength_4}}}
Weakness
• Limited Penetration
• Less Accurate at Long Range
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• {{{Weakness_3}}}
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Target Priority
HIGH
MEDIUM
LOW
SURVIVALIST EFFECTIVENESS AGAINST ZEDS IS DETERMINED BY THEIR SKILL AND WEAPON CHOICES
Technical Information
Related Achievements
Console Achievements / Trophies


The SWAT perk is the close range combatant who hoses down Zeds with submachinegun fire, hacking through them with a storm of lead and steel. Using a variety of submachine-guns, the SWAT perk has the highest rate of fire of any perk; while each individual bullet may not inflict much damage, they can rarely fire just one bullet. The SWAT perk belongs in the thick of combat and can mow down less powerful Zeds like a scythe through wheat.

General Information

The SWAT is a well-rounded ZED killing machine specializing in sub-machine gun usage. The bullet hose nature of the SWAT's weapons leave the ZEDs no chance to stand their ground for long. The SWAT's arsenal also offers the FlashBang grenade, one of the most efficient ways to stun ZEDs.

SWAT skill choices let them focus on either improving their crowd control abilites as well as their own "tankiness" by adding buffs to the armor, stumble power and the sidearms or on enhancing their weaponry by giving it more ammo, stopping power and better handing.

SWAT

200
4
MP7 SMG
650
4
MP5RAS SMG
1100
5
P90 SMG
1200
5
Heckler & Koch UMP
1500
6
Kriss SMG
1100
4
Mac 10
650
6
Tommy Gun
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Tactical Knife
40
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FlashBang
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Bonus Experience

SWAT receive bonus XP for killing Clots.


Perk Bonuses

This table represents the passive stat bonuses the SWAT receives.

Perk Weapon Damage
max. 25%
( Increase perk weapon damage 1% per level )
Bullet Resistance
max. 30%
( Increase resistance to projectile damage 5%, increases 1% each level )
Increased Mag Size
max. 100%
( Increase magazine size 4% per level )
Weapon Switch
max. 25%
( Increase weapon switch speed 1% per level )


Perk Skills

This table represents the active abilities the SWAT has access to. You have the option of choosing one per tier.

Specialization
Heavy Armor Training
5
Tactical Movement
While you have body armor, you only take Health damage from sonic attacks and clots can’t grab you. You begin each game with 50% Armor. No movement penalty for using iron sights or crouch movement.
Assault Techniques
Close Combat Training
10
Tactical Reload
Increase damage with your 9mm pistol and knife 110%. You begin each game with dual 9mm pistols. Increase reload speed with perk weapons.
Equipment
Suppression Rounds
15
Ammo Vest
Increase stumble power 100% with all perk weapons. Carry up to 30% more ammo for each perk weapon.
Defensive Techniques
Assault Armor
20
Cripple
Maximum Armor increases by 50%. You begin each game with 50% Armor, which stacks with Armor gained from Heavy Armor Training. Multiple hits with perk weapons will slow ZEDs down up to 30%. Hitting the legs is most effective.
Specialist Training
ZED TIME - Battering Ram
25
ZED TIME - Rapid Assault
During ZED Time, you move in real-time and have massive knockdown power when you run into a ZED. During ZED Time, when using perk weapons you have unlimited ammo, shoot in near real-time, and increase stumble power by 100%.


Actual Stats

Ammo Vest (extra maximum spare ammo) 30%
Assault Armor (armor on respawn, add, points) 50
Assault Armor (extra armor points) +50
Battering Ram (player knocks ZEDs down, on bump) yes
Battering Ram (player movement resistant to slow-mo) yes
Close Combat Training (extra damage, 9mm(s) / knife) 50%
Close Combat Training (player spawn with dual 9mms) yes
Cripple (snare power, add, per hit) 9
Cripple (ZED's movement speed multiplier) x0.7
Heavy Armor Training (armor absorption percentage) 100%
Heavy Armor Training (armor on respawn, add, points) 50
Heavy Armor Training (Clots cannot grab the player) yes
Heavy Armor Training (incoming damage multiplier) x0.65
Rapid Assault (resistance to slow-mo, on firing) 51%
Rapid Assault (stumble power multiplier) x2
Rapid Assault (weapon does not consume ammo) yes
Suppression Rounds (stumble power multiplier) x3
Tactical Movement (ADS / crouch move speed, times faster) x2.5
Tactical Movement (ADS bob damping factor) x1.11
Tactical Reload (faster reloading) yes

Perk Notes

  • Damage modification (passive): Passive damage bonus affecting damage of all on-perk weapons (including Knife) or on-perk damage types. Damage ROUNDED.
  • Passive (Bullet resistance): Player takes up to 30% less damage from all weapons that use "Ballistic" damage type. This includes Patriarch's Minigun bullets. Damage to take is ROUNDED.
  • Passive (Weapon switch): Bonus decreases time that it takes to equip and putdown the weapon by up to 25% making weapon swaps x1.33 faster at level 25. Bonus works with all weapons.
  • Skill (Assault Armor, Heavy Armor Training): The amount of armor given from both skills stack. Heavy Armor Training prevents the player from being grabbed by Clots even when they are not wearing armor. Additionally the Heavy Armor Training skill prevents the SWAT from taking health damage (100% absorption rate) and decreases all incoming damage by 35% (x0.65 multiplier) as long as the player has some armor left.
  • Skill (Close Combat Training): Extra damage affect all knives and 9mm Pistol(s). Extra damage example: 9mm Pistol (25 points of damage) with Close Combat Training skill does Roundup (25 + 25x0.5) = 38 points of damage. Unlike Commando's counterpart, this skill DOES NOT work along the passive damage bonus when it comes to calculation of knife damage. It is either bonus from passive (without this skill) OR bonus from the skill itself. Unlike Commando's counterpart, this skill DOES increase damage of the Flashbang grenade when it thrown while holding either 9mm(s) or knife.
  • Skill (Cripple): Skill works only with on-perk damage types.
  • Skill (Rapid Assault, Suppression Rounds): Due to calculation specifics both skills give total stumble power multiplier of 4. Suppression Rounds skill works only with on-perk weapons, while the Rapid Assault skill works with all weapons (even off-perk). Resistance to slow-mo also works with the 9mm Pistol(s).

On-perk Weapons

Following weapons and damage types are associated with the SWAT. They are getting damage bonuses and buffs to their attributes from the respective skills:

Weapons Damage Types
FlashBangGrenade Ballistic_Kriss
Knife_SWAT Ballistic_MP5RAS
SMG_Kriss Ballistic_MP7
SMG_Mac10 Ballistic_P90
SMG_Medic Ballistic_SMG_Medic
SMG_MP5RAS Explosive_FlashBangGrenade
SMG_MP7 Fire_Mac10 (child of Ballistic_Shotgun)
SMG_P90 Piercing_KnifeStab_SWAT
Slashing_Knife_SWAT
Slashing_KnifeHeavy_SWAT

SWAT's passive damage bonus DOES NOT affect Mac 10's DOT damage.

Strategy

Just like your "AR-twisted brother", you are among the first who meets the ZED hordes. Your weapons fire quickly but deal rather low damage per bullet, so aim for the head!

Conserve your ammo: your ammunition is quite expensive, so in early waves make use of the Close Combat Training skill to one-shot-kill small ZEDs and save yourself some SMG ammo. Don't forget that your weapons also have a single/burst firing mode which will help too.

While you might want to improve your teamplay by having the healing-capable HMTech-201 SMG in your inventory don't forget that this is the only SMG that cannot kill any basic ZED with a single headshot.

Combine the stun effect of the FlashBang grenade with the Kriss' high ROF for safe Scrake / Fleshpound takedowns.

Trivia

  • According to the character's favourite weapon lines, DJ Scully, Classic Briar, Rae Higgins and Anton Strasser are SWATs of the team.